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Topics - kiiranaux

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There are lots of file changes to the steam edition of dwarf fortress. In fact, the file structure is totally different. I'd like to use this thread to capture them so we can get to work updating our non-DFHack mods. Post what you find and let's all help each other.

This thread is not: a how-to of adding graphics to your mods for steam; I'll let others post on that.

Here's the complete list of raw file changes. Aka the file we would normally get from Toady (@Kiiranaux)
Vanilla-only Raw File changes
Spoiler (click to show/hide)

Here's the list of only everything you need to know to update mod raws (@everyone)
other tidbits:
Spoiler (click to show/hide)
code changes:
Spoiler (click to show/hide)

Here's the syntax for writing a sphere file, since there is no example in the download (@Kiiranaux)
File name: text_sphere_fire.txt
Spoiler (click to show/hide)

Here's the syntax for adding embark profiles, since there is no example in the download (@Kiiranaux)
Spoiler (click to show/hide)

Proper tags for cutting vanilla files (@Putnam)
Note! Research is ongoing related to the heirarchy and proper usage for CUT and select tags. Improper use can cause list-shift errors. See pages 7-9 of this thread for current research.
Spoiler (click to show/hide)

Lists of full cut vanilla tags for total conversion mods (@Man0warable)

Lists of vanilla raws not able to be cut
body folder (all files) :  b_detail_plan_default, body_default, body_rcp, tissue_template_default
creature folder: c_variation_default
materials folder: material_template
building folder (all files) : building (only applies to the two vanilla custom buildings, screw press + soaper, anyway)

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DF Modding / The token FEATURE_BEAST
« on: January 22, 2022, 03:53:33 pm »
Highfantasy is right on the cusp of moving from dev version 1.3.16 to a 1.4.00 release. The last thing I can't seem to figure out is the token FEATURE_BEAST, and the wiki doesn't have much helpful information on it. Here are a few cases and things I noticed.

Creature A is a former cavern layer 3 creature with no special castes, changed into a feature_beast spawning layer 3-3.
Creature B is a former semimegabeast changed into a feature_beast spawning layer 3-3.
Creature D is a multi caste creature with a FEATURE_BEAST caste and a DEMON caste. Spawn layer, which must be defined at CREATURE level, was listed as 5-5 to cover the demons. Note that generated forgotten beasts don't even have a spawn layer defined.

How on earth do I check if these guys are spawning?
FEATURE_BEAST clearly hides their entries from world_sites_and_pops, so that's a no-go.

I added [LOCAL_POPS_CONTROLLABLE] for debug purposes to check if I could play any of them in adventure mode, confirming their presence. I could only get Creature A to appear on the Intelligent Wilderness Creatures list, which suggests to me at least that one is spawning. The adventurer was able to spawn from a Dark Fortress civ ruled by a unique demon, suggesting it gained adventurer-ness by crawling up the spire into the dark fort.

Some observations:
-turning off/on LARGE_ROAMING didn't seem to change anything
-nor DEPTH vs no DEPTH
-nor adding cluster, population, frequency
And by "change anything" i mean produce any of the following:
-nothing made the demon caste of Creature D show up in the demon list of world_sites_and_pops
-nothing made any difference in debug adventure mode playability of creatures B or D
-nothing made any of these creatures appear in legends mode as historical figures, despite many forgotten beasts being listed there, not even Creature A in the saves where I could play as one as adventure to debug

Any thoughts or help on how exactly this tag works?

3
DF Modding / (Please close) - Highfantasy Experimental 1.2.0
« on: September 24, 2021, 11:53:06 am »
EDIT:

Errors resolved and new version will be up shortly; requesting moderator to close out :)

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   At the dawn of time, in the age of mythology, great primordial beasts roamed the countryside, battling each other for dominion. Locked in their vaults, angels and their descendents performed cruel hybridization experiments to create a perfect being capable of reconquering the heavens, ever watchful for the demons sealed away in their care. It was into this savage world that the great civilizations of Man, Elf, Dwarf, and Merrow found themselves thrust.
   As they engaged in friendly competition, sharing technologies and magics, each civilization became aware that there were other factions on the margins. From the nearby plains watched feisty goblins, hobgoblins marching in lock step, and sahuagin plaguing the shallow waters. In the local caves lurked skulking kobolds, carefree halflings, hissing lizards, and angry technologists protected by automatons. And worse still, in the deep oceans lurked another civilization - naga, who mercilessly extinguished incursions from goodmen and snatchers alike. Nonetheless, each of the three other factions, as they came to be known, continued to expand across the land.
   While the horn of progress sounded on, a few lucky individuals made breakthroughs in the magical arts. So-called 'sorcerers' were born with magical gifts - aether, fire, healing, or darkness - while 'wizards' studied into the depths of the night to master the same. Each aided their factions, but a few rogue individuals discovered the very secrets of magic itself, bequethed by the gods or forces far more fell, erecting dark towers and amassing sinister armies of bone, shadow, or silence.
   In these turbulent times, as each faction competed for ever-more power, for guns, magic, and steel, someone dug too deep. History does not record whether it was the dwarves or the goblins, but the passage they created unleashed hordes of orcs, themselves fleeing a far greater doom: demons, the discarded legions of the gods.
   During this age of calamity, the story's ending is left for you. Will the united do-gooders push back against the encroaching tide? Or will orcs join the other snatchers in time to seize the momentum? Perhaps chaos will reign, as the relentless Naga or isolated secretkeepers will exploit the shifting tides of power and capture the realm. Or perhaps fate will rest in the hands of a lowly tribe of kobolds, dark gnomes, or a hobbit...
   Someday, the conflict must come to an end. Only the most non-magical of creatures will survive: men, mundane as mud, but occasionally bearing the mark of another races' lineage. Men, wielding guns, magic, and steel as they set off into the wilds to finally put an end to the time of troubles. After all, so-called GOOD and EVIL are just two facets of the same twisted, mocking gods.

The choice is yours.

Welcome to the High Fantasy mod and modpack for Dwarf Fortress.

Promo Image:
Spoiler (click to show/hide)

Sample Region:
Spoiler (click to show/hide)

Highfantasy is a mod layered atop of vanilla Dwarf Fortress that expand the vertical and horizontal scope of the game.

We incorporated elements of Tolkien-esque – and more modern – high fantasy, while remaining true to the vision of vanilla Dwarf Fortress. It’s balanced and bug-free, with each feature is designed to play well with every other feature. This mod is not in development – it is complete, and there are no more features planned, just additional balancing based on played feedback. And, HighFantasy is completely standalone. You should install it on a fresh download of dwarf fortress with no Lazy Newb Pack or other installers. This also means the mod can be updated to new versions of D.F. almost instantly!

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Download 1.5.08 Today!
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Installation instructions:
Spoiler (click to show/hide)

Mini-mods:
Spoiler (click to show/hide)

Highfantasy focuses on 4 additions: Polishing, Balancing, Adding Horizontal and Vertical Progression Systems.
  • More of the consistent dwarf fortress gameplay you love, including 20 new semi/megabeasts
  • 14 unique, balanced, different-feeling civilizations trading and competing in 4 fleshed-out factions
  • Better endgame hazards ranging from toxic materials and diseased creatures to siege machines to disguised impostors and powerful bloodlines
  • Balanced, rewarding vertical progression systems that D.F. hasn’t reached yet – guns, magic, and more
In total, the features are:
   1. "Raw changes you can't do without"
   2a 14 Classic high-fantasy civilizations with factions and distinct features
    2.b More interesting underground civs
    2.c Reorganization of the caverns; Dinos; Eldrazi horrors; More fantasy creatures everywhere
    2.d Make animal-people above-ground more interesting/rarer
    2.e A Divine civ to make divine language and materials see usage
   3a Flesh out existing civ gameplay
    3.b lineage system for playable tieflings, aasimar, etc without ip-specific names
    3.c Catapults, Gunpowder, Orc Sieges
    3.d Better adventure mode
    3.e Hazardous materials, disguised creatures, and diseased creatures
   4. A complete and consistent magic system to complement Necromancy

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Inspired by D.F., this mod feels a little more mysterious than others.

There are no I.P. based creature or ability names! You don’t “Cast the Fireball spell”, which is inherently DnD, you “stretch out your hand and project a ball of magical fire. You aren’t a “Tiefling”, you’re a “human with touches of fiendish ancestry.” There aren’t “Gold Dragons”, there are just Dragons, and you won’t know what they do until they’re eating your corpse. And so on. Dwarf Fortress eschews limiting I.P. based names in favor of procedural generation, so we eschew I.P based names until D.F. can out-do us. When D.F. adds procedural magic, we’ll take ours out. When D.F. adds procedural dragons, we’ll get rid of ours.

There’s one more thing. This mod promises to not invalidate the information you can get just by reading the wiki. There are almost no changes to existing creatures, items, or even systems that would make it so that reading a wiki article about that thing is not helpful to you. Short swords still have edged cuts, giant giraffes are still in the savage biomes, and candy still comes with the circus. (Two exceptions: animalmen have been moved to good biomes, and the third cavern layer has been squeezed up to layer two.)

more consistent general gameplay.
Spoiler (click to show/hide)

new civilizations.
Spoiler (click to show/hide)

better civilization-level gameplay.
Spoiler (click to show/hide)

better systems and vertical progression.
Spoiler (click to show/hide)

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A Balanced Magic System like No Other

Magic in Highfantasy takes inspiration mainly from the Dark Souls series and in part from popular fantasy ideas. Highfantasy divides magic into multiple “sources” and “schools.” When designing a new fantasy magic system, it’s important for there to be a reasoning or a mythos as to why the magic works the way it does, or how its schools have come to be. Here, the magic mythos is summarized in the following arcane diagram, which any good summoner would find located on their planar tomes:



The magic mythos of Highfantasy:
Spoiler (click to show/hide)

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Questions and Credits

Help! I can't - actually, how do any of these civilizations work!?
Check out the third post in this thread for a full how-to of each distinct civilization and tips on many areas of gameplay!

So what did you actually do? Why are you releasing this mod/pack?
Spoiler (click to show/hide)

Hey, did you consider adding classes like Paladin and Druid?
Spoiler (click to show/hide)

Are there graphics?
Spoiler (click to show/hide)

What mods are included? Are those mod authors being respected?
Spoiler (click to show/hide)

What is Highfantasy compatible with?
Spoiler (click to show/hide)

I'm a mod author too! Can I use your files?
Spoiler (click to show/hide)

---My Mod Promise----------------------------------------------------------------------------
   
Spoiler (click to show/hide)
Thank you for playing and enjoy the mod! And thanks to the all the first-year testers:
Spoiler (click to show/hide)

Highfantasy is also on Steam Discord Reddit

If you enjoy the content of Highfantasy, please consider supporting me on the dedicated Patreon page. The patreon will be used exclusively in relation to adding steam graphics. Link:



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